What would the Pit Fiend do?


Advice

101 to 150 of 200 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Did you demonstrate your ability to non-magically fly? I don't claim to have a 26 int, but without an opponent demonstrating that, I personally would presume safety flying around in an AMZ near the ceiling.


FrodoOf9Fingers wrote:
Where are you getting that quote from? I'm getting mine from the Core Rule Book, the quote is as follows:

www.d20pfsrd.com

Specifically:

http://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-

which reads:

Quote:

Spell-Like Abilities (Sp)

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.

Edit: And actually, re-reading that entry (mostly for spelling but that's not really relevant) I can see where I over-looked the explicit statement regarding the SLA functioning as per the spell description. Good catch.

Lantern Lodge

@Mathwei:

Why can't a staggered creature flee again?

RPG Superstar 2012 Top 16

NOte that flying to the ceiling puts him out of range of your echolocation if you are on the ground.

A 225 gp Detect Invisibility spell with a Wish a thousand years ago to render it Permanent takes care of his ability to see you invisible.

Note: Ready Action to 'target area I hear spellcasting from' means he WILL successfully target you with Greater Dispel Magic on area mode.

Minor effect, but you don't have a Holy Silver weapon...your magus ability is not the same as having a magic weapon +5, so you aren't bypassing his DR or regeneration. That's going to cut into your damage.

Or did I miss something on your blades?

The wonkey 9/10/11 rule allows for manipulation. It should actually ACCUMULATE, and every time it exceeds 50%, you succeed. You know, like the crit %.

==Aelryinth

Dark Archive

FrodoOf9Fingers wrote:


1. per the rules of beastmass, crits happen when threat percentages get up to 60%, so a magus with Keen thats every 2 hits. Keen is on his primary weapon.

When did you keen the weapon? I don't see it in your action list and since doing that requires a swift action and activating the anchoring ability also requires a swift action you never added keen to your weapon.

Quote:

2. If that were true, then flaming would never hurt creatures. But I could be wrong, do you have a rules quote for that?

3. Ah, fair enough, it still passes out form round 2 though.

How, you missed every attack against him. Your anchoring weapon doesn't have agile on it so it's still using your strength to hit and with your bonuses you miss every attack.

Bab 15 + 1 enhancement -2 Spell combat Penalty +10 beastmass roll =24/19/14 on your attack roll vs the Pit Fiends Flat Footed AC of 29. All your attacks miss.

Quote:
Why would he want to teleport out? Because he's frightened, it's how the effect works. He must choose to escape if possible.
You missed every attack and even if you didn't you staggered and anchored him, he CAN'T escape. So per the rules of the Frightened condition
Quote:
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight.

he doesn't have to flee.

Quote:
Finally, with the weight, The Kensai keeps whatever he's not using in his bag of holding. This include rods, and one wakizhasi (he never uses more than 2 weapons a fight).

Okay that drops 2 pounds from the lit but also makes you weaponless as soon as the AMF goes up. I like that exchange.

edit: Because he only has a standard action now and since he has to use his action to remove the anchor he can't actually flee. Since he can't flee he gets to choose to attack instead.

Lantern Lodge

I think we have varying definitions of the word "Flee". When frightened, I believe the creatures single goal is to get away from the source of it's fear. It can't do that if it casts AMF, the Pit Fiend knows this. Arguements saying "It's the smart thing to do" is moot, the fiend is trying to get away, far away. Not just 30-40 feet. The Frightened condition makes no reference of the creature doing -anything- offensively unless it had absolutely no other choice, therefore thoughts of "use AMF to make it so the Magus can't chase you" is also moot. Thats like saying "I'm frightened, so I just plane shift offensively to get the source of my fear away from me!".

But, I guess thats a difference of opinion. I'm honestly going to stay with my decision on that though, it seems perfectly reasonable, and more adapted to the state of mind that the Pit Fiend is in.

Lantern Lodge

Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:


1. per the rules of beastmass, crits happen when threat percentages get up to 60%, so a magus with Keen thats every 2 hits. Keen is on his primary weapon.

When did you keen the weapon? I don't see it in your action list and since doing that requires a swift action and activating the anchoring ability also requires a swift action you never added keen to your weapon.

Quote:

2. If that were true, then flaming would never hurt creatures. But I could be wrong, do you have a rules quote for that?

3. Ah, fair enough, it still passes out form round 2 though.

How, you missed every attack against him. Your anchoring weapon doesn't have agile on it so it's still using your strength to hit and with your bonuses you miss every attack.

Bab 15 + 1 enhancement -2 Spell combat Penalty +10 beastmass roll =24/19/14 on your attack roll vs the Pit Fiends Flat Footed AC of 29. All your attacks miss.

Quote:
Why would he want to teleport out? Because he's frightened, it's how the effect works. He must choose to escape if possible.
You missed every attack and even if you didn't you staggered and anchored him, he CAN'T escape. So per the rules of the Frightened condition
Quote:
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight.

he doesn't have to flee.

Quote:
Finally, with the weight, The Kensai keeps whatever he's not using in his bag of holding. This include rods, and one wakizhasi (he never uses more than 2 weapons a fight).

Okay that drops 2 pounds from the lit but also makes you weaponless as soon as the AMF goes up. I like that exchange.

The Main weapon is already keen. It has it enchanted on it. I don't have to use my arcane pool to use it.

Agile doesn't add dexterity to hit, WEAPON FINESSE does.

He CAN escape, via dispel magic. Thats why they added the line " A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape." So yes, he does have to flee.

Weaponless? I used the anchoring weapon, and I have my second weapon in hand. I do believe I'm far form weaponless.

While I invited your opinion, I'm honestly starting to doubt your ability to give good reasoning behind your statements. Could you please double check what you say, so that you could actually offer decent advice? I won't respond if this sort of thing continues, I don't want this to be pointless arguing.


4 people marked this as a favorite.

"What?! Wha- WHO DARES!?!" The towering creature demanded. Nobody made a sound in response, the audience had gone completely quiet as if a hand had closed around each and every windpipe in the arena. The red-scaled creature turned its horned head, and the rows of people cowered under the gaze of the living calamity.

"You have been called, fiend!..." the robed form of Liam Rizferraz spoke, finally summoning the courage to address the creature his magics had conjured.
"...Because you are to fight in the arena for the amusement of King Karkow and his people."

As inhuman and unfamiliar as the creature was, it was obvious the look on its face was of incredulity. For a long moment silence prevailed, and just as it seemed anger, unlike any witnessed in the history of the nation, was about to cross the face of the devil, it tossed its head back and roared, a deep, mocking laugh.

"Fight!?" it called, it's long leathery wings unfurling, spreading wide like a malefic shroud.
"Who have you found that would dare fight me! ME! Hasxparoz the defiler! Hasxparoz the scourge! Guardian of keys, lord of the seventh door, commander of malefic legions majestic!" With every proclamation, the audience seemed to shrink. The nobles in the front rows exchanged worried whispers with eachother, retainers rushing to the officials to make sure nothing would pass the barrier around the arena. The answer they recieved, it seemed, did not convince everybody. It was at this moment a brave voice called across the arena, drawing every eye to it, relieved at the reprieve of the infernal visage they'd been locked to.

"I will face you fiend!" Appearing in the arena on the opposite summoning platform, was a man of indeterminable age. His form was covered in clothes, armor and trinkets that struck the audience mute and even made the Pit Fiend pause. Fabled items of great and legendary power adorned the figure, and he seemed as comfortable wearing them as if they were a second skin. In his hand he wielded a sword, marked with the sigil of the Kensai, that even the untrained eye could see would cut steel if put to the challenge, but it was the eyes of the challenger that transfixed everyone. Hard, unflinching, and filled with certainty. The challenger believed he could win. The devil turned to face its challenger.

"Who..." it began, but immediately the challenger raised his voice, interrupting the creature.
"Does it matter?"
Anger at the interruption crossed the fiend's face, and its eyes narrowed into red slits, making them seem like the visor of helmet adorned with a malefic crown of horns.
"No" The fatalism in the fiend's tone dried the throat of everyone present.

Time seemed to grind to a halt as the two fighters faced eachother in silence. The air itself seemed charged with potential as the two creatures tensed up, ready to kill eachother at a moments notice.

Liam, the archconjurer and advisor to King Karkow swallowed hard, then raised his hand in ceremonic fashion.
"Fighters! Ready!" He never had the chance to call out for them to fight. The air thickened with powerful magics as infernal sigils appeared from nowhere, like a halo of omens woven from hellfire, it crowned the fiend. In response a sickle-like blade of greenish energy darted from the Kensai, digging into the devil's shoulder. In one instant the Kensai cleared the entire arena, appearing with incredible speed in front of his much larger, infernal adversary. Steel gleamed, and surges of eldricht energy flashed like bolts of lightning as blade dug into the devil, splitting red scales and spilling black blood. Chains of light shot from the blade of the sword, curling around the devil and then abrubtly faded, barely visible, yet still very much there. The devil roared with fury and frustration, red eyes flaring with evil intelligence and malice.

The short step the devil took seemed more of a burden to it that anyone would have guessed, everyone except Liam Rizferraz, who had recognized the Kensai's magics for what they were. Hexed as it was, the devil was heavily impeded, if something didn't happen, the quick slashes of the Kensai's blade might bring it down before the devil could even react. Opening up a bit of distance to its adversary, the devil gave a vicious snarl and closed it's hands around the air in front of it, as if clutching an invisible sphere of force. The entire dome of the arena shook, and Liam had to support himself against a pillar, as a sense of vertigo washed over him. The world seemed to swim before his eyes for a short moment, as the reality-warping magics of hell itself forcefully entered the material plane. The devil no longer seemed to hold air, but rather a small sphere of utter blackness. The Kensai assumed a defensive posture immediately, but then his eyes widened with horror and realization. He threw himself back, trying desperately to get clear of what was to come. Too late. The sphere in the devil's hands expanded, turning turning into a perfect sphere of near-darkness that faded as soon as it had appeared. A silence prevailed in the area inside the sphere. A silence not of sound, but of something beyond sound, as if a fundamental part of reality had ceased existing within the immediate area of the devil. Liam looked on, perplexed, and he realized that for a short moment, he could see his own protective dome cover the arena, invisible though it was supposed to be. The magic itself responded in fear, he realized. A zone of anti-magic.

Immediately the Kensai crumbled, seeming to collapse under his own weight. His jump had been too short, and he remained caught within the sphere. The splendor of his equipment gone, dulled by the banality that seemed to suffuse the air around the fiend. It laughed.
"Insolent mortal" Its voice like claws tearing into a churchbell.
"I will grant you a swift death as I flay you in front of these fools. Don't look confused. It is a swift death compared to what I shall inflict on this pathetic nation"

-Nearyn

Lantern Lodge

Nearyn wrote:

"What?! Wha- WHO DARES!?!" The towering creature demanded. Nobody made a sound in response, the audience had gone completely quiet as if a hand had closed around each and every windpipe in the arena. The red-scaled creature turned its horned head, and the rows of people cowered under the gaze of the living calamity.

"You have been called, fiend!..." the robed form of Liam Rizferraz spoke, finally summoning the courage to address the creature his magics had conjured.
"...Because you are to fight in the arena for the amusement of King Karkow and his people."

As inhuman and unfamiliar as the creature was, it was obvious the look on its face was of incredulity. For a long moment silence prevailed, and just as it seemed anger, unlike any witnessed in the history of the nation, was about to cross the face of the devil, it tossed its head back and roared, a deep, mocking laugh.

"Fight!?" it called, it's long leathery wings unfurling, spreading wide like a malefic shroud.
"Who have you found that would dare fight me! ME! Hasxparoz the defiler! Hasxparoz the scourge! Guardian of keys, lord of the seventh door, commander of malefic legions majestic!" With every proclamation, the audience seemed to shrink. The nobles in the front rows exchanged worried whispers with eachother, retainers rushing to the officials to make sure nothing would pass the barrier around the arena. The answer they recieved, it seemed, did not convince everybody. It was at this moment a brave voice called across the arena, drawing every eye to it, relieved at the reprieve of the infernal visage they'd been locked to.

"I will face you fiend!" Appearing in the arena on the opposite summoning platform, was a man of indeterminable age. His form was covered in clothes, armor and trinkets that struck the audience mute and even made the Pit Fiend pause. Fabled items of great and legendary power adorned the figure, and he seemed as comfortable wearing them as if they were a second skin. In his hand he wielded a sword, marked with the...

Awesome.

I don't agree with said outcome, but awesome.

Dark Archive

FrodoOf9Fingers wrote:
Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:


1. per the rules of beastmass, crits happen when threat percentages get up to 60%, so a magus with Keen thats every 2 hits. Keen is on his primary weapon.

When did you keen the weapon? I don't see it in your action list and since doing that requires a swift action and activating the anchoring ability also requires a swift action you never added keen to your weapon.

Quote:

2. If that were true, then flaming would never hurt creatures. But I could be wrong, do you have a rules quote for that?

3. Ah, fair enough, it still passes out form round 2 though.

How, you missed every attack against him. Your anchoring weapon doesn't have agile on it so it's still using your strength to hit and with your bonuses you miss every attack.

Bab 15 + 1 enhancement -2 Spell combat Penalty +10 beastmass roll =24/19/14 on your attack roll vs the Pit Fiends Flat Footed AC of 29. All your attacks miss.

Quote:
Why would he want to teleport out? Because he's frightened, it's how the effect works. He must choose to escape if possible.
You missed every attack and even if you didn't you staggered and anchored him, he CAN'T escape. So per the rules of the Frightened condition
Quote:
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight.

he doesn't have to flee.

Quote:
Finally, with the weight, The Kensai keeps whatever he's not using in his bag of holding. This include rods, and one wakizhasi (he never uses more than 2 weapons a fight).

Okay that drops 2 pounds from the lit but also makes you weaponless as soon as the AMF goes up. I like that exchange.

The Main weapon is already keen. It has it enchanted on it. I don't have to use my arcane pool to use it.

Agile doesn't add dexterity to hit, WEAPON FINESSE does.

He CAN escape, via dispel magic. Thats why they added the line " A frightened creature can use special abilities, including spells, to flee;...

According to your attack sequence you start out by hitting him with the anchoring weapon which is NOT keen so you're not critting with that one so you aren't doing damage so you're not anchoring him. There's nothing in your attack sequence that ever states you are switching weapons (you may have assumed it but you never stated it), the only thing we know is you said one of your weapons is in your bag of holding and you had the dispelling one ready if the pit fiend cast True Sight.

As for the weapon finesse, I missed that one, forgot you had it but doesn't change the fact that you can't pierce the Pit Fiends DR so it doesn't hurt him.

As for the dispel magic vs amf he can choose to use any means at his disposal to escape but he gets to choose which one he does. Since he doesn't know the caster level of the effect holding him in place he doesn't know if his dispel magic will work. He DOES know that it's magical and his AMF will work so why would he choose the effect that could fail?

As for the response YOU are the one who' not actually giving us your full actions and actually making assumptions that a 10,000 year old super-Genius who's fought his way to the top of the most vicious food chain in existence wouldn't have the experience to pick the smartest combat action possible when things don't go his way.

Remember, we can only go by what you post, if you don't say it don't expect anyone to assume it happened.

EDIT: Oh and since you asked about the rider effects from the anchoring weapon.

Damage Reduction Rules wrote:
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

The anchoring reuires you to hit and do at least a point of damage with the anchoring weapon, since you don't you can't anchor it.

Lantern Lodge

@Mathwei
1. You don't need to bypass DR to apply Anchoring. Anchoring only requires that you "hit" the person. "This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon."

2. I did mention that the first hit was with the anchoring weapon, and separated it's damage from the rest of the attacks to keep it clear.

As for the fear effect, I gave my opinion, I've heard yours, and I disagree.

I'm not here to argue with people. I've taken what you said, and I'm going to disagree with you on how certain rules work. So, thanks for your input.


Let's say he has only one standard action.
He has to run away, but he can decide how:
1) Dispel the anchoring weapon, and then he has a swift action remaining. Let's say, quicken fireball, since he can't nothing else.
2) AMF the anchoring weapon, and then he has a swift action remaining.
This time, he can't do anything.
He can be afraid of the magus now, but he's not going to be stupid in that moment, he has to run for his life! What's the better way to be at sure, if to make impossible to be harmed? The magus has no story without magic. Pit fiend then runs, waits for the frightening, and returns.

#EDIT 1

FrodoOf9Fingers wrote:


@Mathwei:

Why can't a staggered creature flee again?

He's reduced to a standard action. Usable to take a move action. He can't physically run from you because of the anchoring, neither he can't teleport. So he dispel/AMF.

In any case, the devil knows that whatever he can do, the magus is still at range. He moves 40' feet, so he's going be faster than you. Sure, out of the AMF you can teleport or whatever, but inside the field, you can't touch him. Not while damaging, at least.

Lantern Lodge

So, next rendition, since it seems most people go with AMF than Dispel Magic. The anchoring property is not used.

So, everything is the same, except instead of using the anchoring weapon to anchor the devil, it only applies the dimensional anchor spell to it before switching to his primary weapon (BTW because of the +14 damage from int to flat footed opponents, it will always bypass DR). The devil is not anchored physically, but it is still staggered and frightened. It would spend it's only action fleeing. Simple chase and hit after this point, using bladed dash to cut him down with full attacks.

Dark Archive

FrodoOf9Fingers wrote:

@Mathwei

1. You don't need to bypass DR to apply Anchoring. Anchoring only requires that you "hit" the person. "This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon."

2. I did mention that the first hit was with the anchoring weapon, and separated it's damage from the rest of the attacks to keep it clear.

As for the fear effect, I gave my opinion, I've heard yours, and I disagree.

I'm not here to argue with people. I've taken what you said, and I'm going to disagree with you on how certain rules work. So, thanks for your input.

1. Sure you have to hit but there is nothin in that statement that overrides the specific rule under DR that says unless you do at least a point of damage all rider effects are negated.

2. Yup you did, you also implied that once it stuck the critter THEN you'd switch to the other weapon. Since you can't stick the critter you never switch to the other weapon or did you plan to do something else if the anchoring didn't work? See that, that's called making an assumption on actions that aren't stated. All we know is what is written, and since you never stated any of this it's safest to simply go with what is said.

3.. Really at this point I'm mostly just talking to everyone else in this thread since EVERYONE else has agreed with me. You are the only one who's saying that the Fiend has to use the least effective special ability he has to escape instead of the most effective.

If you didn't want to argue with people who hold a different opinion on what happens then why did you post on a discussion board? That's what we do here.

Scarab Sages

FrodoOf9Fingers wrote:
He CAN escape, via dispel magic. Thats why they added the line " A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape." So yes, he does have to flee.

Dispel Magic is ONE means of escape. The one you are counting on.

AMF accomplishes the same thing, and so much more.

The Pit Fiend is smart enough to realize this and is by no means compelled to act in a manner that is suicidal.

Mathwei ap Niall wrote:
3.. Really at this point I'm mostly just talking to everyone else in this thread since EVERYONE else has agreed with me. You are the only one who's saying that the Fiend has to use the least effective special ability he has to escape instead of the most effective.

This. You built a character with some pretty severe flaws and then expected to gloss over them with buffs and assumptions that your opponents would be forced to follow your script.

Scarab Sages

Aelryinth wrote:

your magus ability is not the same as having a magic weapon +5, so you aren't bypassing his DR or regeneration. That's going to cut into your damage.

==Aelryinth

Enhance bonus granted from the arcane pool will bypass DR.

Until the AMF goes up.

DR may be either EX or Su. Regeneration is EX. Inside the AMF the Pit Fiends DR may still apply and its regeneration certainly will.


Sp I re examines things and looked up anchoring.

So to hit with your first attack (or any attack actually) you need arcane accuracy? Ie the char is normally around +23 to hit?

If that is correct there is a problem anchoring neefs a swift action. You cannot do it and arcane accuracy in the same round.

It also occurs to me if the attacks work he does amf and walks away. It solves all his problems.

One question unrelated... how did this guy live to lvl 20.... or even adulthood really.

Lantern Lodge

Mojorat wrote:

Sp I re examines things and looked up anchoring.

So to hit with your first attack (or any attack actually) you need arcane accuracy? Ie the char is normally around +23 to hit?

If that is correct there is a problem anchoring neefs a swift action. You cannot do it and arcane accuracy in the same round.

It also occurs to me if the attacks work he does amf and walks away. It solves all his problems.

One question unrelated... how did this guy live to lvl 20.... or even adulthood really.

Adulthood... well, he's already there :P

I'm kinda assuming that he's coming out of retirement to deal with these beasts as the general storyline. He was in his youth when he reached level 20.

Your correct about the + to hit, but keep in mind the Pit Fiend is flat footed, with an AC of 29. His AC drops even more as I apply debuffs to him.

@Artanthos Yeah, the character in question has some blatant holes, but most of my assumptions can be justified. Here are the reasons I feel he uses dispel magic instead of AMF:

1. His goal is to get away, far away. Dispel Magic would allow him to teleport the next round to wherever he needs to go. AMF prevents him from leaving the room.
2. Dispel Magic should come more naturally to the Pit Fiend, it being an at will ability for the creature, making it seem more reflexive. In the couple seconds of thinking, will he really not only know he can use AMF but also that just because it prevents him from escaping it will destroy his opponent?
3. Wish is a once a year thing. if you could get away using something else, wouldn't you?

But, I guess the majority votes my reasoning is bad... and I guess I should be assuming worst case scenarios. After I finish making a few adjustments to the character (due to not being to get Greater Age Resistance), I might take a different path with the Kensai: Instead of using his last feat to get the reflection arcana, use it to get Mass Suggestion (A spell useful in many situations to be sure). Then, attempt to suggest a really good use for the Pit Fiend's wish that -isn't- AMF. That might work better. Greater Invisability and then quickened suggest (via arcana) that he use true seeing would be a good one.

Scarab Sages

A magus can beat a Pit Fiend. Build a well balanced character and get rid of the overly intricate mumbo jumbo. The more moving parts you rely on, the more points of failure you have.

Lingering Pain is the key to neutering any spells or SLA's. After that, it's straight up melee/spell combat. With an AC of 50, it will never hit you under beastmass rules.

Lantern Lodge

You'd still have to reach the Pit Fiend in one round, or else he AMF, which screws any magus over. It's not a matter of well balance, AMF is just Magi's thorn in the side.

RPG Superstar 2012 Top 16

Artanthos wrote:
Aelryinth wrote:

your magus ability is not the same as having a magic weapon +5, so you aren't bypassing his DR or regeneration. That's going to cut into your damage.

==Aelryinth

Enhance bonus granted from the arcane pool will bypass DR.

Until the AMF goes up.

DR may be either EX or Su. Regeneration is EX. Inside the AMF the Pit Fiends DR may still apply and its regeneration certainly will.

No, it won't.

Look at the rules. enhancement bonuses that are NOT an integral part of a weapon do NOT pass DR. Thus, Greater Magic Weapon doesn't allow you to pass any DR except x/magical, either...even if it gets you above +3.

It's the benefit of actually owning a +5 sword...you CAN bypass all that DR. Just buffing it? Nope.

DR/magical, material and alignment are considered SU. DR/hardness and weapon type are considered Ex (i.e. Adamantine is ex, but silver/cold iron are SU). SO, yes, it would lose its DR and Regen/Good inside an AMF.

If it states the Anchoring effect just requires you to hit, then that rule is specific to that effect, and will take precedent over the general rule that you have to do damage. That's how the game works.

Being afraid and casting an AMF is not FLEEING. The devil MUST FLEE. THere's no bones about it. It can't protect itself, it can't formulate a defensive posture and strategy, it MUST FLEE, even if it's not the 'best' thing to do. That's the power of fear...it makes you run, even when staying and doing something else would be vastly preferable. When you are overwhelmed with fear, it doesn't matter how many centuries old you are, the fear rules.

==Aelryinth

Scarab Sages

The kensai always wins initiative and spell combat allows several movement options. Force Hook charge, Bladed Dash, Dimension Door, Walk Through Space. Take your pick depending on feats/personal choice.

I'm not even getting fancy. Those are standard, widely used options.

Getting fancy would be a phantom steed. That goes right back to too many moving parts.

Dark Archive

FrodoOf9Fingers wrote:
You'd still have to reach the Pit Fiend in one round, or else he AMF, which screws any magus over. It's not a matter of well balance, AMF is just Magi's thorn in the side.

Eh, the real issue is you need to KILL the pit fiend in one round or it's over. As long as it has an action it can take it has enough abilities that it can ruin anything it's fighting. A single standard action dispel magic can remove it's opponents ability to even reach it leaving it free to destroy it's target whenever it wants too.

For battles like this you only have 2 possible solutions. You either kill your target before it can do anything OR you shut down it's ability to take an action.

As you can see by everyones posted solutions the Pit Fiend chooses option B every time and it murders the Kensai.
Until you can come up with a way to stop it from doing that you will lose this fight.

Dark Archive

Aelryinth wrote:
Artanthos wrote:
Aelryinth wrote:

your magus ability is not the same as having a magic weapon +5, so you aren't bypassing his DR or regeneration. That's going to cut into your damage.

==Aelryinth

Enhance bonus granted from the arcane pool will bypass DR.

Until the AMF goes up.

DR may be either EX or Su. Regeneration is EX. Inside the AMF the Pit Fiends DR may still apply and its regeneration certainly will.

No, it won't.

Look at the rules. enhancement bonuses that are NOT an integral part of a weapon do NOT pass DR. Thus, Greater Magic Weapon doesn't allow you to pass any DR except x/magical, either...even if it gets you above +3.

It's the benefit of actually owning a +5 sword...you CAN bypass all that DR. Just buffing it? Nope.

DR/magical, material and alignment are considered SU. DR/hardness and weapon type are considered Ex (i.e. Adamantine is ex, but silver/cold iron are SU). SO, yes, it would lose its DR and Regen/Good inside an AMF.

If it states the Anchoring effect just requires you to hit, then that rule is specific to that effect, and will take precedent over the general rule that you have to do damage. That's how the game works.

Being afraid and casting an AMF is not FLEEING. The devil MUST FLEE. THere's no bones about it. It can't protect itself, it can't formulate a defensive posture and strategy, it MUST FLEE, even if it's not the 'best' thing to do. That's the power of fear...it makes you run, even when staying and doing something else would be vastly preferable. When you are overwhelmed with fear, it doesn't matter how many centuries old you are, the fear rules.

==Aelryinth

What in the world are you talking about? NONE of what you just wrote is in the rules anywhere.

DR specifically calls out Enhancement bonus bypasses DR, and the arcane pool ability specificaly states it stacks with the Enhancement bonus the weapon normally has.

As for the anchoring effect there is NOTHING in that ability that specifically says it overrules the normal rules of DR so it doesn't.

DR can be either SU or EX, there is nothing I've ever seen in the rules that says that a devils DR is SU, it's specifically left blank. Show us where you found that crazy idea in the rules.

As for the fleeing you, like the OP have confused Frightened:

Frightened wrote:

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

with Panicked.
Panicked wrote:

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Only the Panicked rules dictate that you have to run away, Frightened doesn't have that loss of control language in it so you stay in control of yourself. All it does is change your basic intent to get away from that target however you think is best IF you can.

Scarab Sages

Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:
You'd still have to reach the Pit Fiend in one round, or else he AMF, which screws any magus over. It's not a matter of well balance, AMF is just Magi's thorn in the side.

Eh, the real issue is you need to KILL the pit fiend in one round or it's over. As long as it has an action it can take it has enough abilities that it can ruin anything it's fighting. A single standard action dispel magic can remove it's opponents ability to even reach it leaving it free to destroy it's target whenever it wants too.

For battles like this you only have 2 possible solutions. You either kill your target before it can do anything OR you shut down it's ability to take an action.

As you can see by everyones posted solutions the Pit Fiend chooses option B every time and it murders the Kensai.
Until you can come up with a way to stop it from doing that you will lose this fight.

Anything hit with Lingering Pain is going to have a very difficult time casting. How difficult depends on how hard they were hit.

I know my magus hits for 1d6+30 without any advance preparation or delivering a spell. If I was optimizing for Beastmass rules that number would be higher.

If I crit that goes to 4d6+120, before spell combat. Lingering Pain is applied after the hit is resolved.

Lantern Lodge

Mathwei, The condition stated in the anchoring weapon is that it hits. Compare that to spell storing, which requires that you hit and deal damage. All you need to do with an anchoring weapon is hit.

If your frightened, you are forced to do your best to get away. the only difference between paniced and frightened is that the frightened creature's path is not random, and if it absolutely cannot flee then it may attack.

My position is that the only means to escape the magus is to leave the room. Nothing else allows you to escape, for all the Pit Lord knows I have a bow ready to shoot it, so simply moving is -not- escaping.

But I think I might post this in the rules forum, seems more appropriate there.


There seems to be confusion on enhancement bonuses. There is no generic enhancement bonus rule regarding "temporary" enhancement bonuses.

People are confusing rules for the magic weapon spells.

Lantern Lodge

As for how the Pit Fiend reacts to the situation, I've made a thread here.

Dark Archive

FrodoOf9Fingers wrote:

Mathwei, The condition stated in the anchoring weapon is that it hits. Compare that to spell storing, which requires that you hit and deal damage. All you need to do with an anchoring weapon is hit.

If your frightened, you are forced to do your best to get away. the only difference between paniced and frightened is that the frightened creature's path is not random, and if it absolutely cannot flee then it may attack.

My position is that the only means to escape the magus is to leave the room. Nothing else allows you to escape, for all the Pit Lord knows I have a bow ready to shoot it, so simply moving is -not- escaping.

But I think I might post this in the rules forum, seems more appropriate there.

A. That is something specific in the Spell Storing enchant, no other weapon enchant I know of has that language. THAT is a specific rule that overrides the general rule. Oh and as for your original question from the beginning this doesn't stop the flaming or other energy damage from getting through since that is addressed in the DR rules.
DR wrote:
Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains.

B. You are making an assumption on language that isn't in the rules. Frightened says you have to flee from the source of the fear, not that you have to get away. Fleeing is simply moving away. An example, "I fled the area where that stench was." Once you have done this you have completed the requirement to flee. Nothing in there says how fast or far away you have to go.

Only the panicked condition says you have to go at maximum speed away from the target. And since it's specifically in the panicked condition and not the frightened condition then you don't have to move as fast/far away when frightened.
Going to the other side of the room and regrouping is a legal option for the frightened condition.

Lantern Lodge

If you have more to tell about the frightened condition, post it in the rules forum thread :)

Dark Archive

FrodoOf9Fingers wrote:
If you have more to tell about the frightened condition, post it in the rules forum thread :)

Oh no, I'm pretty much done.

We've drifted off into the realm of GM fiat and Schrodinger's Magus. Once you get there the discussion is unresolvable.

Scarab Sages

Aelryinth wrote:

No, it won't.

Look at the rules. enhancement bonuses that are NOT an integral part of a weapon do NOT pass DR. Thus, Greater Magic Weapon doesn't allow you to pass any DR except x/magical, either...even if it gets you above +3.

Rules wrote:
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

Nothing mentioned about the source of the enhancement bonus.

Dark Archive

Artanthos wrote:
Artanthos wrote:
Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:
You'd still have to reach the Pit Fiend in one round, or else he AMF, which screws any magus over. It's not a matter of well balance, AMF is just Magi's thorn in the side.

Eh, the real issue is you need to KILL the pit fiend in one round or it's over. As long as it has an action it can take it has enough abilities that it can ruin anything it's fighting. A single standard action dispel magic can remove it's opponents ability to even reach it leaving it free to destroy it's target whenever it wants too.

For battles like this you only have 2 possible solutions. You either kill your target before it can do anything OR you shut down it's ability to take an action.

As you can see by everyones posted solutions the Pit Fiend chooses option B every time and it murders the Kensai.
Until you can come up with a way to stop it from doing that you will lose this fight.

Anything hit with Lingering Pain is going to have a very difficult time casting. How difficult depends on how hard they were hit.

I know my magus hits for 1d6+30 without any advance preparation or delivering a spell. If I was optimizing for Beastmass rules that number would be higher.

If I crit that goes to 4d6+120, before spell combat. Lingering Pain is applied after the hit is resolved. The kensai adds a permanent +1 to the crit modifier with Weapon Master and can spend arcane pool to increase the modifier by a further +1 via Perfect Strike.

By beastmass rules, a kensai can impose a DC 70+spell level conentration check every round.

Now THIS is what I'm talking about. This is a tactic that denies your opponent actions that in this specific instance could spell the death of this opponent. If the target doesn't have some SU/EX to fall back on or some consumables/gear to use then it is effectively dead if it keeps taking hits like that.

Now any genius level creature with 134,000GP in treasure who didn't spend some of that to counteract this VERY well known weakness is probably not being played as genius level creature but oh well.

Scarab Sages

The kensai I was pulling my numbers from was never designed for Beastmass.

She's a mage-hunter. Shutting down casters is her thing.

Lantern Lodge

I was't designing for beastmass either, just trying to see if he can do it. Obviously, there were some errors, but the idea of disabling creatures with fear typically works. Anyone would have issues with a pit fiend, and later, the Solar.

RPG Superstar 2012 Top 16

Magic Weapon, Greater

School transmutation; Level cleric 4, paladin 3, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M/DF (powdered lime and carbon)

Range close (25 ft. + 5 ft./2 levels)

Target one weapon or 50 projectiles (all of which must be together at the time of casting)

Duration 1 hour/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.
===========================================
---The general rule is that the enhancement bonus from temporary effects does not bypass DR.

And DR is defined as SU or EX by TYPE of DR, not by some explicit mention in a stat block...which is why I listed it out the way I did.
==========================

Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type

Weapon Enhancement Bonus Equivalent
cold iron/silver +3
adamantine* +4
alignment-based +5

* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does
==========================
Nowhere does it indicate that weapons with temporary bonuses can bypass DR, and the only example with temporary bonuses assures that they cannot.

So, I'm pretty sure that the ability of the magus (and the weapon bond of the paladin, among other things) follows the same rules as GMW. It's pretty much been the standard of WHY you get a +5 weapon, instead of the +1/+9 munchkin toy.

Ergo, his +1 weapons aren't going to punch the pit fiend's DR, regardless if they stack or not, because they aren't permanent bonuses.

But, hey, your interpretation of the existing rules might vary.

==Aelryinth

Lantern Lodge

I always did factor in the idea that I can't bypass it's DR...

RPG Superstar 2012 Top 16

Mathwei, by your interpretation, because 'fleeing' doesn't mention how fast the frightened creature has to move, I could flee from the dragonfear with a hasty 5' step away.

I rather think your interpretation of 'flee' isn't going to sail too well. When you 'flee', you don't 'move away'. You FLEE, you run, you move hastily. And this isn't a cloud, it's pure fear impelling you to get your arse in motion and away from the source of your fear, not to stroll away until a blind panic at normal move.

==Aelryinth

Lantern Lodge

So, if the Pit Fiend wasn't Anchored, the following line would mean he would spend every standard action possible to run away while frightened:

"Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want."

So, solution: Don't anchor the Pit Fiend, just chase it around all day until it's dead, using forced hook charge and blade dash to get the full attacks needed to keep it running.

Scarab Sages

Aelryinth wrote:
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Note the words, "This spell..." That language is specific to the Greater Magic Weapon spell.

The general is covered under Damage Reduction and makes no distinction regarding source.

Scarab Sages

FrodoOf9Fingers wrote:
So, solution: Don't anchor the Pit Fiend, just chase it around all day until it's dead, using forced hook charge and blade dash to get the full attacks needed to keep it running.

The Pit Fiend would have moved upwards. You need to fly to attack it.

Since your in 60'x60' room, it manages to run as far as possible with a move action.

Lantern Lodge

Entangled reduces it to 30 ft, and since he never got AMF off (he's still running) I can bladed dash to him where ever he goes. Overland Flight FTW?

Scarab Sages

FrodoOf9Fingers wrote:
Entangled reduces it to 30 ft, and since he never got AMF off (he's still running) I can bladed dash to him where ever he goes. Overland Flight FTW?

So I run faster if I cast AMF first.....

Very well, I will do what is required to move as far as possible.

The Pit Fiend wants to get away from you for a few rounds. He's not mindless.


Aelrinth that is specific to magic weapon. It exists nowhere outside the Spell is it mentioned.

Lantern Lodge

Another good point, perhaps I'll lay off the Rimed frostbite Spell too, and just use force hook charge the entire time. That way, nothing magical is hindering it's ability to run...

Shadow Lodge

I don't know. Fly up + AMF is pretty effective at keeping you away, which is its goal, really.

Lantern Lodge

But according to fear, it only tries to flee, and it doesn't know that AMF will keep me away. It may have a really good guess that it will, but I could have a bow and arrow ready, or ready to cast various orb spells. While realistically it would be very effective, it would be meta gaming to say "AMF and then wait out said fear effect". The Pit Fiend is in the mindset of "Get away, as far away as possible".


FrodoOf9Fingers wrote:
But according to fear, it only tries to flee, and it doesn't know that AMF will keep me away. It may have a really good guess that it will, but I could have a bow and arrow ready, or ready to cast various orb spells. While realistically it would be very effective, it would be meta gaming to say "AMF and then wait out said fear effect". The Pit Fiend is in the mindset of "Get away, as far away as possible".

Can't he clearly see you don't have a bow? And even if you did, the arrows would cease to be magic when they reached him. And orbs you mentioned are magic. And he has a 26 intelligence so he would know that most likely. That aside, I have no idea according to the rules of Beastmass how much he knows about your capabilities; you certainly know his so does it work both ways?

Anyway, I could see "Holy s#!* I need to get out of here and magic is stopping me!" followed by AMF and flight to the highest point as valid and not metagamey. "Whew, the scary man can't reach me and if he tries he'll fall when he gets close! Now just gotta be cool and come with a plan!... wait why am I scared again?"


Do not anchor him, if you use lingering pain he can not use any spell-like abilities. His only recourse will be to fly up and away. at that point bladed dash or force hook charge will let you deal with him. He clearly can flee so he can not attack you.

1 to 50 of 200 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What would the Pit Fiend do? All Messageboards

Want to post a reply? Sign in.